* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Content.Server.Advertise.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.UserInterface;
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using Content.Shared.Advertise;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using ActivatableUIComponent = Content.Shared.UserInterface.ActivatableUIComponent;
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namespace Content.Server.Advertise;
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public sealed partial class SpeakOnUIClosedSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeakOnUIClosedComponent, BoundUIClosedEvent>(OnBoundUIClosed);
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}
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private void OnBoundUIClosed(Entity<SpeakOnUIClosedComponent> entity, ref BoundUIClosedEvent args)
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{
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if (!TryComp(entity, out ActivatableUIComponent? activatable) || !args.UiKey.Equals(activatable.Key))
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return;
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if (entity.Comp.RequireFlag && !entity.Comp.Flag)
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return;
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TrySpeak((entity, entity.Comp));
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}
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public bool TrySpeak(Entity<SpeakOnUIClosedComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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if (!entity.Comp.Enabled)
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return false;
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if (!_prototypeManager.TryIndex(entity.Comp.Pack, out MessagePackPrototype? messagePack))
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return false;
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var message = Loc.GetString(_random.Pick(messagePack.Messages), ("name", Name(entity)));
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_chat.TrySendInGameICMessage(entity, message, InGameICChatType.Speak, true);
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entity.Comp.Flag = false;
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return true;
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}
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public bool TrySetFlag(Entity<SpeakOnUIClosedComponent?> entity, bool value = true)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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entity.Comp.Flag = value;
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return true;
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}
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}
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